/**
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* @license
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* Copyright 2018 Google Inc. All Rights Reserved.
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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* =============================================================================
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*/
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import {GPGPUProgram} from './gpgpu_math';
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export class LRNGradProgram implements GPGPUProgram {
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variableNames = ['inputImage', 'outputImage', 'dy'];
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outputShape: number[] = [];
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userCode: string;
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depthRadius: number;
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bias: number;
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alpha: number;
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beta: number;
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depth: number;
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constructor(
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inputShape: number[], depthRadius: number, bias: number, alpha: number,
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beta: number) {
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this.outputShape = inputShape;
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this.depth = inputShape[3];
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this.depthRadius = depthRadius;
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this.bias = bias;
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this.alpha = alpha;
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this.beta = beta;
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this.userCode = `
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void main() {
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ivec4 coords = getOutputCoords();
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int b = coords[0];
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int r = coords[1];
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int c = coords[2];
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float result = 0.0;
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for (int d = 0; d < ${this.depth}; ++d) {
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int depthBegin = int(max(0.0, float(d - ${depthRadius})));
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int depthEnd = int(min(float(${this.depth}),
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float(d + ${depthRadius} + 1)));
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const int MIN_DEPTH_BEGIN = 0;
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const int MAX_DEPTH_END = ${this.depth};
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float norm = 0.0;
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for (int k = MIN_DEPTH_BEGIN; k < MAX_DEPTH_END; ++k) {
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if (k < depthBegin){
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continue;
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}
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else if (k >= depthBegin && k < depthEnd) {
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norm += getInputImage(b, r, c, k) * getInputImage(b, r, c, k);
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}
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else {
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break;
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}
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}
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norm = float(${alpha}) * norm + float(${bias});
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for(int k = MIN_DEPTH_BEGIN; k < MAX_DEPTH_END; ++k){
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if (k < depthBegin){
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continue;
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}
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else if (k >= depthBegin && k < depthEnd){
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float dyi = -2.0 * float(${alpha})
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* float(${beta})
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* getInputImage(b ,r ,c, k) * getOutputImage(b, r, c, d)
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/ norm;
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if (k == d) {
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dyi += pow(norm, -1.0 * ${beta});
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}
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if (k == coords[3]) {
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dyi *= getDy(b, r, c, d);
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result += dyi;
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}
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}
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else {
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break;
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}
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}
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}
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setOutput(result);
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}
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`;
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}
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}
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